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#line 1 "C:\\Users\\Greg\\shaders\\line\\foo4.frag"
Texture2D g_tColor [ 128 ] ;
layout ( push_constant ) cbuffer PerViewConstantBuffer_t
{
uint g_nDataIdx ;
uint g_nDataIdx2 ;
bool g_B ;
} ;
#line 12
SamplerState g_sAniso ;
struct PS_INPUT
{
float2 vTextureCoords : TEXCOORD2 ;
} ;
struct PS_OUTPUT
{
float4 vColor : SV_Target0 ;
} ;
PS_OUTPUT MainPs ( PS_INPUT i )
{
PS_OUTPUT ps_output ;
uint u ;
if ( g_B )
#line 1 "C:\\Users\\Greg\\shaders\\line\\u1.h"
u = g_nDataIdx ;
#line 31 "C:\\Users\\Greg\\shaders\\line\\foo4.frag"
else
u = g_nDataIdx2 ;
ps_output . vColor = g_tColor [ u ] . Sample ( g_sAniso , i . vTextureCoords . xy ) ;
return ps_output ;
}